I am building an online multiplayer game in which the users gain some type of resource based on their stats from time to time, let's say once per minute they gain 100 resources each. My question would ...

In a virtual economy, you can calculate all the income and all the costs (money that sinks) from every user in the game. You can calculate the percentage of the new money on the system or the money ...

I'm designing a game reminiscent of Elite or Escape Velocity, those old space trading games, where you play a traveling merchant in space.
I'd like to have the game's economy at least resemble a real ...

In a simple business simulation game (built in Java + Slick2D), should a player's current amount of money be stored as a float or an int, or something else?
In my use-case, most transactions will use ...

I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones.
The game is an action game which is currently ...

I'm looking for a good way to store virtual goods and virtual currency balance in an Android game. Since these are "consumable" or "unmanaged" goods the balance is not backed up by Google and so there ...

I'm making a multiplayer match-making game, and by my current design, people will need to pay a small fee before joining a match. At the end of the match, the team that won will get the money. That ...

Not a programming question but game development related.
I am creating an iPhone online game which I wish to be free-to-play where in-app purchase is used for monetization. The important point is to ...

I want to make a game in which the players create different products (supply), and I give them a certain finite number of customers (demand). Players can choose the price and quality of their products ...